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== VEHICLE HOUSERULES AND COMBAT == Vehicles ranged from the smallest scoter-bikes to the greatest capital starships. In all cases – an operator is the vehicles controller. Some vehicles are self-operating. Crew includes the operator(s) and all passengers within the vehicle. A gunner is a non-operator who is manning a vehicle weapon. === Vehicle Notes === '''SIZE Modifier''': Large size 1, Huge 2, Gargantuan 4, Colossal 6, Massive 8, Behemoth 10, Leviathan 12 and Dreadnaught 15. Can be positive or negative value depending on situation. A vehicles '''Attack Modifier''' is only applies to weapons fired by a vehicle operator or gunner. It is based on the Vehicles Intelligence modifier and not affected by the vehicles size or any other factors. It adds directly to the attacks ranged weapon attack modifier. '''Vehicle Armor Class''' = 10 + negative size modifier + armor bonus. More maneuverable vehicles add the vehicle operator’s Dexterity or Intelligence modifier (some s max of +2). '''Vehicle Damage Threshold''' = 10 + vehicle’s Strength modifier + modifier (i.e. Medium +5, Large +10, Huge +15, Gargantuan +20, Colossal +30, Behemoth +50, Titan +60, Leviathan +75, Dreadnaught +100). * Vehicles that suffer their Damage Threshold from one attack gain the Reeling Condition and all actions taken by the operator or crew suffer the effects this condition for any tasks on the vehicle’s systems (piloting checks, attack rolls, repair, sensors, etc.). * Vehicles already suffering the Reeling Condition that again take damage equal to or exceeding its Damage Threshold acquires the Stunned Condition. The crew may still be able to act, but the vehicle cannot move under its only control. Aircraft fall from the sky, ground vehicles tend to move out of control and/or crash, while spacecraft move in a straight line at the same speed as it was before it suffered the condition. Any actions the crew attempts against or with the vehicle’s systems, while the vehicle is Stunned, are at a disadvantage. Vehicles, unlike creatures, cannot naturally recover from either Reeling or Stunned conditions. Instead they must Re-rout power (see below). At zero hit points, vehicles are out of control and is no longer functioning. All the crew can do it attempt to fix it or abandoned it. If in hostile environment (underwater, toxic, the void of space, etc.) the vehicle starts venting atmosphere, and the crew has a number of rounds to escape or get to life support area (or jury-rig an area) equal to the reverse of the Vehicle size penalty (i.e. a Large vehicle has one round of atmosphere left, while a Colossal vehicle has six rounds). If a vehicle is reduced to 0 hit points by and attack that deals damage equal to or greater than its damage Threshold, it is destroyed. In addition, all of the vehicle’s occupants take this damage, ¾ if the vehicle has ½ or ¾ cover, ½ damage if they have full cover. Occupants can make a '''DC15''' Strength (Athletics) or Dexterity (Acrobatics) ability check gain Resistances to this damage. On a critical hit (even if not destroyed) that knock the vehicle to 0 Hit Points, all occupants also take ½ the damage inflicted from this last attack. Occupants can make a '''DC15''' Strength (Athletics) or Dexterity (Acrobatics) ability check gain Resistances to this damage (taking ¼ the base damage). '''Vehicles Size Modifiers''' :'''*Medium''', Modifier¹: +0, Examples: Individual speeder :'''*Large''', Modifier¹: -1, Examples: Speeder bike, X-34 landspeeder :'''*Huge''', Modifier¹: -2, Examples: AT-ST Walker, TIE Fighter :'''*Gargantuan''', Modifier¹: -4, Examples: AA-1 repulser tank, X-wing Starfighter :'''*Colossal''', Modifier¹: -6, Examples: AT-AT, YT-1300 light freighter :'''*Massive''', Modifier¹: -8, Examples: Hammerhead corvette, Corellian corvette :'''*Behemoth''', Modifier¹: -10, Examples: Nebulon-B frigate, Lucrehulk-class Battleships :'''*Levitation''', Modifier¹: -12, xamples: Imperial-class Star Destroyer, MC80 Mon Calamari cruiser :'''*Dreadnaught''', Modifier¹: -15, Examples: Executor-class Star Dreadnought ¹ -Apply these modifiers to the vehicles Armore Classs, as well as to the Initiative and Vehicle control checks made by the vehicles occupants. '''Vehicle Scale Weapons''' All vehicle weapons have the Heavy Damage weapon properties. <font size=1> {| class="wikitable" border="0" |- | '''Name''' || '''Damage''' || '''Range (personal)''' || '''Range (space)''' || '''Notes''' |- | Medium Blaster Cannon || 3d10 x2 energy || 1,000/4,000 || 2/8 || Autofire 20ftx20ft sphere (space 1 square) |- | Ion Cannon || 3d12 x 2 ion || 1,800/12,000 || 4/20 || Ion weapon |- | Laser Cannon || 4d10 x 2 energy || 1,000/5,000 || 2/10 || none |- | Heavy Laser Cannon || 6d12 x2 energy || 1,500/8,000 || 3/15 || AOE 10ftx10ft sphere (space 0 spquares) |- | Grenade Launcher || 5d6 blast || 300/1,200 || n/a || AOE 30ftx30ft sphere |- | Missile Launcher¹ || 8d10 x2 blast || 2,000/10,000 || 6/30 || AOE 60ftx60ft sphere (space 2x2 squares) |- | Rocket Launcher¹ || 8d12 x2 blast || 2,000/10,000 || 5/25 || AOE 60ftx60ft sphere (space 2x2 squares) |- | Photon Torpedo launcher¹,² || 10d10 x3 energy || 2,000/10,000 || 6/30 || 30ftx30ft AOE (space 1 square) |- | Tractor beams || n/a || 1,500/10,000 || 5/25 || Special - grab |- | Turboblaster Cannons¹,³ || 5d8 x4 energy || 1,000/4,000 || 2/10 || AOE 60ftx60ft sphere (space 2x2 squares) |- | Turboion Cannons¹,²,³ || 5d10 x4 ion || 2,000/10,000 || 5/25 || AOE 15ftx15ft sphere (space 1 square), Ion weapon |- | Turbolaser Cannon¹,²,³ || 6d12 x 4 energy || 3,000/15,000 || 8/40 || AOE 20ftx20ft sphere (space 1 square) |- |}' </font size> :¹- These weapons are at a disadvantage when firing at vehicles that are Colossal or smaller and a minimum range of 500 feet (space 1 square) :²- In addition to being at disadvantage vs. Colossal and smaller ships, these weapons when used against vehicles that are Gargantuan and smaller they gain gain ¾ cover bonuses (+5 AC). They also have a minimum range of 1,000 feet (space 2). :³- These weapons can only be mounted on a vehicle of Massive size or greater. : Also Starfighters also gain ¾ cover bonuses (+5 to their saves) vs. AOE attacks in space. Twin linked cannons add +1d to the base damage die (i.e. a twin-linked blaster cannon deals 4d8 x2 damage). Quad linked cannons add +2d to the base damage dice (i.e. quad linked laser cannons deals 6d10 x2 damage). === Special Vehicle Combat Rules === * '''Area of Effect''': Attackers of such weapons can pick a square and make an attack check AC 10 to successfully hit this point, failure hit the same general area but al targets gain advantage on their Maneuver check to resist the damage. Targets within the AOE must make a Maneuver check with a '''DC''' of 8 + the vehicle’s Intelligence modifier + the gunner’s Dexterity or Intelligence modifier (whichever is better) + the gunner’s proficiency modifier. Success halves the damage. Failing this maneuver does not inflict the normal failed maneuver check damage. At long range of the weapons, targets gain Resistance to the damage. Starfighters have ¾ cover bonuses (+5 to their saves) in space against all AOE attacks. * '''Autofire''': see new Situation rules. Vehicles and Starships can instead suffer ½ Speed to gain the ‘Brace’ effect (lowering the penalty to the Autofire attack) and the vehicle still suffers the same result that all attacks against it until the start of the next round are at Advantage. Focusing on one target deals an additional +2d weapon damage (before multipliers) or it affects listed AOE if the gunner got a 10+ on its attack check. See Area of Effect for maneuver check. * '''Collision Damage'''. Vehicle size Medium 2d6, Large 3d6, Huge 4d8, Gargantuan 5d10, Colossal 7d10, Behemoth 10d10, Titan 12d12, Leviathan 12d20, Dreadnaught 20d20. This assume that the vehicle moved at least 50 feet that round before striking its target (Space 1). Moving up to 100 feet in a round (Space 3) doubles the damage and moving over 200 feet (Space 6) triples the damage. All crew and passengers in enclosed vehicles also suffer this damage as if they had Resistance (if not enclosed they suffer the full damage). With a successful '''DC18''' Strength or Dexterity saving throw, the damage is halves (in affect they only suffer ¼ the damage if enclosed). * '''Ion Damage'''. As with Droids and other devices, after applying all modifiers (SR and Hardness reductions, etc.) double the remaining damage dealt compare it to the vehicle’s Damage Threshold for purposes of imposing Reeling or Stunned conditions (Don’t double the damage applies). Ion Vulnerability devices suffer double the damage but do not double it again against the Damage Threshold. Ion Resistant device do not suffer the double affect. Ion damage does not have as lasting affects as other damage. When making repairs, a success triples the amount of damage fixed and when jury-rigging repairs do not go away at the end of the scene (see Jury-Rigging). * '''Missile Lock'''. Unguided rockets, missile and torpedoes can only make Area of Effect attacks (as above). The operator or gunner can also attempt to make a direct attack against a target with an Action and an Intelligence (Computer Use) check against the target’s AC (normal attack bonuses and penalties). If it succeeds it gains a “partial lock” onto the target and can make a standard attack check the following round as an Action. If it succeeded the AC by +5 or more it gains a ‘missile lock’ and is at advantage on it attack on the following round’s Attack action. A missile lock attack that misses can attempt a follow up attack against the same target on the following round but without advantage as a Bonus action. If this second attack or a partially locked attack misses, the weapon exploded as a failed AOE attack (i.e. all targets in the area have advantage on their maneuver saves). * '''Out of Control'''. An out of control vehicle (one that is Stunned or has 0 hit points remaining) is no long under control of the vehicle operator. Ground vehicles require a DC15 Drive check at disadvantage or it crashes (MPH equal feet in falling). Otherwise is skids to a haul in 1d4 rounds moving in the same general direction. If there are any obstacles in the way it make crash into them (see Collisions). Spacecraft moving forward in the same general heading it was on before. A flying vehicle in a gravity well at the time it becomes disabled immediately falls 500 feet plus an additional 2,000 feet for each additional round until it either hits the surface or is reactivated. Resolve falling damage as normal, and all passengers and crew suffer ½ this damage. * '''Scale'''. For space scale, any vehicle smaller than Massive can occupy the same square (Range 0 squares in space). Colossal and smaller vehicles can occupy the same square as Massive or larger vehicles. For Colossal vehicles and smaller to enter dogfighting with a larger vehicle share the same square. * '''Shields'''. Stop any damage first. If the damage exceeds the SR level, subtract 5 points from the rating. When it reaches 0 the shields stop functioning. Shields must be repairs or recharged (see below). * '''Tractor Beams'''. Work like Grappling (PHB pg. 195) but on a much larger scale. Starships have their Grapple bonus listed in their builds and can only grapple a target the same size or smaller. If the tractor beam ship wins, the target has the Restrained Condition and the beam can move the grappled target without moving themselves or ending the grapple (Moving a Grappled Target). The target moves 60 feet a round towards the Grappler (or one square in Space scale). === Vehicle Actions === * '''Attack'''. As an action an operator or gunner can fire one vehicle weapon system. Vehicle weapons use either Dexterity or Intelligence (your choice) for both attack and damage bonuses. * '''Attack Run''' (Vehicle Operator Only). As an Action, an aircraft or spacecraft with heavy auto only weapons or bombs and missiles can make a special ‘Attack Run’. However all attacks against the vehicle also have Advantage until the start of the operator’s next turn. For heavy auto weapons they affect targets in a wide line of 25 feet wide and up to 75 feet long (1x3 on space scale). All targets within this Area of Effect are at disadvantage on all Dexterity saves against this damage. With dropped bombs and missiles used against ground or stationary target having normal saves from indirect attacks, and can affect a line of affect with each bomb or missiles AOE (i.e. Rocket Launcher have an AOE of 60x60ft AOE. If the gunner drops 3 bombs then the AOE becomes 60 x 180 feet AOE). If the gunner has a “spotter” that it can communicate with on the ground and makes a '''DC18''' Wisdom (Insight) check then target’s saves are at disadvantage instead. * '''Dogfight''' (Vehicle Operator Only). Only aircraft or spacecraft may engage in a Dogfight. Size does not matter and smaller craft have a distinctive advantage over larger, less maneuverable vehicles. As a Reaction, any pilot may initiate a dogfight against another ship. If one side does not wish to engage in a dogfight they can be ‘forced’ with a contested Piloting plus maneuver modifier skill check but the aggressor is at -1d6 to their skill. If the aggressor fails the dogfight is not initiated. If the aggressor wins then a dogfight is taking place and the loser has disadvantage on their attack rolls against the aggressors during the first round of combat. Fighter Wings can engage in dogfights as a group (choosing one pilot from each wing to make the check; gains a +1 insight check for each additional fighters in the wing to its pilot check). : ''*Dogfighting''. At the beginning of each round, ships engage in a dogfight make opposed vehicle operator check as a ‘free’ action. The side that ‘loses’ is at disadvantage on any attack rolls it makes against the winners this round. Each round the winner of the Dogfighting contest can move the group up to ½ his ship’s base speed on its action IF the craft are of equal size or smaller. Larger craft can continue to move as normal even if they are the loser. : ''*Disengage from a Dogfight'': When a ship wishes to leave a dogfight it requires an action and contested vehicle operations check on its turn. If the target wins they leave the dogfight (no longer considered in the dogfight). If the target fails it can still leave but all enemy ships in the enemy ships in the dogfight can make an Opportunity attack against it. The ship can remain in the dogfight and not suffer these attacks. Massive ships and larger do not need to spend an action to disengage from ships that are smaller but they still would suffer an OA to do so. : ''*Firing into a Dogfight'': for any ships outside a dogfight, attack rolls against enemy ships in a dogfight with allies or other ships are at disadvantage except against Massive size or larger. * '''Droid Actions'''. Many vehicles employ droids to aid in various tasks. They can act as or aid the Vehicle or System operator with making any Vehicle Operator tests (if they have the proficiency). A non-combat Droids can also perform the following tasks independently – Hide, Maneuver, Move, Raise/Lower Shields, Repair, Reroute Power, Restore Shields, or Sensor Scan. * '''Hide''' (Vehicle Operator Only). The operator can use his action to make a Hide check during its’ round, so long as he has full obscuring cover (darkness does not count in space) or a Stealth system. * '''Maneuver''' (Vehicle Operator Only). These checks are modified by the vehicles maneuver rating and can cause damage with a failed check. Failure causes a number of 1d6 damage equal to ¼ the vehicle’s HD (round up). This damage is not reduced by resistance or Hardness. : ''*Avoid Missiles and Torpedoes'': As a reaction, the operator can attempt to avoid a missile or torpedo that has just successfully struck his ship. Make a maneuver check contested against the attack roll, success means the missile or torpedo missed that round. If subject to a missile or torpedo barrage, a base success means avoid one missile or torpedo and each additional +5 over the attack roll that operator made avoids another missile or torpedo of the same barrage. : ''*Dash'': The operator can use its’ action to move the vehicle its Base speed movement again. This is a '''DC12''' maneuver check to gain the benefits. With success non-operating crew preforming any action during this movement are at a Disadvantage for any skill or attack roll. : ''*Dodge'': As its action the operator may take the Dodge action with a vehicle it controls. This is a '''DC15''' maneuver check to gain the benefits of imposing Disadvantage from enemy attacks until the start of the operator’s next turn. With success non-operating crew preforming any action during this movement are at a Disadvantage for any skill or attack roll. : ''*Fighter Wings'': For aircraft and starships of Gargantuan and smaller, can form attack wings of up to four vehicles. As a free action, at the beginning of the turn, all pilots must make a '''DC12''' operations skill check. With success, all ships in the wing move at the same speed and remain within 30 feet (or the same square in space) of each other and they combine to aid each other’s defense. Only one of the fighters may attack in the round though their combine fire adds this check and damage. A duel (two) fighter wing adds +1 to both ship’s AC and +1 to the one pilot’s attack checks and +1d to its weapon damage dice (i.e. 3d8 because 4d8) that round. With four or more ships, add +2 to all ship’s AC, +2 to its main attack checks and +2d damage dice. : ''*Increase Speed'': As a bonus action, the operator can try and increase the speed of its vehicle. Make a '''DC15''' operator check. Success increase the ship’s speed by +50% this round. A '''DC20'''+ doubles the speed this round. A failure also reduces the ship’s speed by 50% that round. * '''Move'''. As vehicle can move up to its base Speed in the round so long as it is not disabled, etc. * '''Raise or Lower Shields''' (System Operator or Vehicle Operator). As a Bonus action an operator can activate or deactivate the shields on a vehicle. Shields are generally kept inactive in noncombat situations as the strain it puts on the vehicle’s power systems. * '''Ram''' (Vehicle Operator Only). As an Action, an operator can attempt to ram a target by moving into the target vehicle’s space. You must have sufficient movement to reach the target’s space. You can only ram a target that is larger than your vehicle or up to two sizes smaller than your vehicle. As an Action make a vehicle skill check at disadvantage against the target’s AC. This is something like an Area Attack. If the check is successful, your vehicle and the target take Collision Damage. If your vehicle survives you can either finish the rest of your movement or attempt to ‘push’ the target with your vehicle. This works like Shoving a Creature (PHB pg. 179) using the Vehicles Strength or Dexterity bonus. If the target has lost power for whatever reason, it is at disadvantage on this check. :If the attack fails, your vehicle and the targets suffer ½ the normal damage and your vehicles moves the next unoccupied space and stops (end of movement). As a reaction, the target vehicle operator can attempt to avoid this with an opposed operator’s check vs. the attacker’s check. With success it both ships only suffers ½ the damage or no damage if the attack check 'missed'. * '''Repair''' (System Operator). A damaged vehicle can be repaired, with time. If the vehicle is reduced to 0 hit points that also exceeded its Damage Threshold in the attack the vehicle has been destroyed and is generally not repairable. Someone may be able to jury-rig a short term fix to get it moving for a short period, but generally a vehicle in this state is sold for scrap. To repair non-destroyed vehicle (one reduced no lower than 1 hit points), a creature can work on it for one hour and make a '''DC15''' Intelligence (Mechanics) check. A success repairs 1d8 + its proficiency bonus in hit points. If the vehicle is suffering any condition these apply to the skill check. : ''*Jury-Rig'': To jury-rig damage of a non-disable vehicle requires a '''DC20''' Intelligence (Mechanics) check and an Action of work. This restores 1d8 + proficiency bonus back in vehicle hit points. However all damage restored in this way is reapplied to the vehicle after whatever ‘scenes’ you are in end (generally at the end of combat but the GM has the final say). This can result in the vehicle being disable or even destroyed, depending on any extra damage it suffers. : You can attempt to jury-rig a ‘fix’ against some condition (like sealing a room on a submersible that is sinking and taking on water). This takes a number of rounds equal to the vehicle’s size modifier, minimum 1 round (i.e. a large vehicle requires 1 round, a colossal vehicle requires 6 rounds) and is a '''DC15''' Intelligence (Mechanic) check for most situations (GM’s call). : To get a disabled/non-destroyed vehicle up and ‘limping-along’ requires a '''DC20''' Intelligence (Mechanics) check and at least one hour of work. Success means that the vehicle will acts as if Reeling for a number of hours equal to your character level. At the end of this time the vehicle jury-rig ends (but you can keep trying to jury-rig it to keep it limping along). The GM might allow this condition to last until the vehicle can limp to some port, depending on situation. : Force Field systems that have been dropped to 0 total points it must also be repaired before the crew can attempt to restore points (see below). This is a '''DC15''' Intelligence (Mechanics) check to restore 5 points to a depilated Force Field, up to its maximum rating. This takes a number of rounds equal to the reverse of the Vehicle size penalty (i.e. a Large vehicle has one round of atmosphere left, while a Colossal vehicle has six rounds). The crew can attempt to jury-rig this in ½ the time (round down, minimum 1 round) but the DC increases to 20 and failure results in the system being destroyed (requiring days to repair it, and at least one-tenth the overall vehicle’s cost in supplies). * '''Reroute Power''' (System Operator). A crew must make a '''DC15''' Intelligence (Mechanics) check to remove the Reeling or Stunned condition from a vehicle (note that after the Stunned condition ends it is still Reeling). This takes a number of rounds equal to the reverse of the Vehicle size modifier (i.e. a Large vehicle has one round of atmosphere left, while a Colossal vehicle has six rounds) to remove either condition, one step at a time. A crew can try and jury-rig the repairs in ½ the time (round down, minimum 1 round), but the '''DC''' increases to 20. Failure at jury-rigging causes a Reeling vehicle to suffer the Stunning Condition for one round (then returns to Reeling at the beginning of the operator’s next round) and can attempt to repair on the following rounds. Failure at jury-rigging causes a Stunned vehicle to suffer a number of 1d6 damage equal to ¼ the vehicle’s HD (round up) and the vehicle is still Stunned. * '''Restore Force Fields''' (System Operator). A crew can attempt a DC15 Intelligence (Mechanics) check to restore 5 points to a depilated Force Field, up to its maximum rating. This takes a number of rounds equal to the vehicle’s size modifier, minimum 1 round (i.e. a large vehicle requires 1 round, a colossal vehicle requires 6 rounds). For every 5 points the Mechanics check exceeds the DC the crew restores an additional +5 points to the depilated Force Field points, up to its maximum rating or reduces the time required to restore the base amount by one round. This can be combined in any order (i.e. if an operator made its check by +15 it could restore 5 points, 2 rounds earlier, etc.) Failure simply fails to restore any of the force fields rating. * '''Sensor Scans''' (System Operator). Scanners use both passive and active scanning to detect another ship within the same system (that is not actively hiding). The bonus is based on vehicle’s Intelligence mod and adds directly to the operator’s Intelligence (Computer Use) checks. With passive scanners assume that vehicles Senses rating is its passive perception. Active scanner is an Action to use and grants the operator advantage on its perception test but it also grants advantage (passive +5) on other vehicles to detecting it.
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